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Spiers, H. J.

Publications and source records attributed to Spiers, H. J..

At least 19 recordsLinked to original sources

Global structure of new relational knowledge networks is represented in retrosplenial complex, and node-distance in hippocampus

Much of our knowledge is structured in networks, but how the brain represents such networks remains unclear. In most nested knowledge structures a subset of the nodes will be highly connected to other nodes in the network. High levels of connection can exist either locally (high degree centrality) or at a global level (high closeness/betweenness centrality). Here, we explored how the human brain represents network structure using functional magnetic resonance imaging (fMRI) and a novel learning paradigm. During training, participants learned the transition structure for travel between a set of fictious partially connected alien planets. Despite encountering only individual connections, participants choices indicated they could infer the broader network structure. Next day, they viewed each stimulus during a cover task while undergoing fMRI. Representational-similarity analysis showed that shortest-path distances within the learned graph were encoded in the posterior hippocampus and right retrosplenial complex, whereas global connectivity (closeness/ betweenness centrality) was represented in the left retrosplenial complex. These findings extend the view that brain networks associated with spatial navigation also process abstract relational knowledge using principles akin to mapping physical space. The results are also consistent with proposals that the hippocampus represents distance information and that the retrosplenial cortex acts as hub for integrating recently acquired knowledge.

neuroscience↗

Brain dynamics during architectural experience: prefrontal and hippocampal regions track aesthetics and spatial complexity

Architectural experience involves processing the spatial layout of an environment and our emotional reaction to it. However, these two processes are largely studied separately. Here we used functional magnetic resonance imaging (fMRI) and first-person movies of journeys through buildings and cities to determine the contribution of different brain regions to spatial and aesthetic aspects of the built environment. During scanning, participants watched 48 movies that show first-person-view travel through different spaces; immediately after each video, they either judged the spatial layout complexity or valence of the environment. After scanning, participants also reported the memorability of the spaces encountered. Activity in brain regions previously linked to valence processing (e.g. ventromedial prefrontal cortex) were modulated by aesthetic qualities of the stimuli (i.e. increased for pleasant spaces compared to unpleasant spaces) and the task (more active when judging valence), whereas activity in brain regions linked with spatial processing (e.g. parahippocampal regions) increased in complex layouts compared to simple layouts. The hippocampus and parahippocampal cortex were associated with the memorability of spaces and were modulated by both aesthetic and spatial qualities. We also tested for curvature, fascination, coherence and hominess - qualities linked to aesthetic judgement in architecture. We replicated findings activating right lingual gyrus for fascination, left inferior occipital gyrus for coherence, and left cuneus for hominess, and found inverse curvature (increasing rectilinearity) activated spatial, valence and visual processing regions. Overall, these findings provide important insights into how different brain regions respond whilst experiencing new buildings and city spaces, which is needed to advance the field of neuroarchitecture.

neuroscience↗

Separable cognitive and motor decline tracked across adult life-span for goal-directed navigation

Spatial navigation is a fundamental cognitive skill, yet our understanding of the strategies people employ in real-world navigation remains incomplete. This study investigates navigation strategies using data from the large-scale Sea Hero Quest (SHQ) game, in which participants face navigational problems consisting in controlling a boat to reach a series of goal locations, within maps having different shapes. By using a combination of behavioral and computational modeling approaches, we report three key findings: First, participants predominantly use goal-directed strategies compared to visibility-based strategies. Second, participants show signatures of sequential planning, both during memorization - as they spend more time looking at difficult levels - and during navigation - as they show primacy effects, suggesting that they remember better the first navigational goal. Third, our results show a significant age-related decline in navigation performance, which depends both on reduced motor skill - as indexed by poorer control of the boat - and decreased cognitive strategy - as indexed by a loss of goal-directedness during spatial navigation. Unexpectedly, the loss of goal-directedness with age is not associated with a shift to visibility-based strategy or to an incorrect sequencing of goals. Taken together, our findings offer a nuanced understanding of spatial navigation strategies in naturalistic conditions and their decline with age. Our computational approach permits distinguishing motoric and cognitive variables, showing that both decline with age. These results align with and extent previous research on spatial memory decline with age, including potential links to neurodegenerative diseases like Alzheimers. The computational models developed in this study provide a robust framework for analyzing navigation strategies, applicable to other virtual environments and video games.

animal behavior and cognition↗

London taxi drivers leverage regional boundaries to optimise route choices and improve their navigation skill across three decades

The world is defined by boundaries. They segment our experience of time and space, and in virtual environments have been shown to impact navigational choices. Here, we test the impact of boundaries on route choices in a real-world environment (London, UK) with a group of expert navigators: licensed London taxi drivers who are required to memorise the layout of over 26,000 streets to obtain their licence. After presenting photographs of a start location and a goal location, taxi drivers were asked to either accept or reject a third target street as forming part of the direct route or not. Performance increased across the adult life-span period in this group (age: 34 to 67). Taxi drivers were faster and more accurate when the target location formed part of a street network boundary (e.g. streets on the edge of the London neighbourhood Soho). Our results are consistent with taxi drivers exploiting the graph structure of the street network to plan routes, as well as consistent with the formation of hierarchical state representations to reduce the dimensionality of the planning problem. Taken together, we show that navigational skill can improve over decades of exposure and that experts exploit regional boundaries for optimal choices, providing a scaffolding over which to form action plans.

neuroscience↗

Predicting real-world navigation performance from a virtual navigation task in older adults

Virtual reality environments presented on tablets and smartphones offer a novel way of measuring navigation skill and predicting real-world navigation problems. The extent to which such virtual tests are effective at predicting navigation in older populations remains unclear. We compared the performance of 20 older participants (54-74 years old) in wayfinding tasks in a real-world environment in London, UK, and in similar tasks designed in a mobile app-based test of navigation (Sea Hero Quest). In a previous study with young participants (18-35 years old), we were able to predict navigation performance in real-world tasks in London and Paris using this mobile app. We find that for the older cohort, virtual navigation performance predicts real-world performance for medium difficulty, but not for the easy or difficult environments. While the younger sample outperformed the older sample in the virtual task, this was not the case in the real-world task, which conflicts with the dominant view of a decline in navigation ability with age. Self-reports identifying compensatory skills and further analysis of our participants scores in the Montreal Cognitive Assessment and in the Navigation Strategy Questionnaire help give insights into the higher performance in the real world. Overall, our study supports the utility of using digital tests of spatial cognition in older age groups, while carefully adapting the task difficulty to the population.

animal behavior and cognition↗

London taxi drivers exploit neighbourhood boundaries for hierarchical route planning

Humans show an impressive ability to plan over complex situations and environments. A classic approach to explaining such planning has been tree-search algorithms which search through alternative state sequences for the most efficient path through states. However, this approach fails when the number of states is large due to the time to compute all possible sequences. Hierarchical route planning has been proposed as an alternative, offering a computationally efficient mechanism in which the representation of the environment is segregated into clusters. Current evidence for hierarchical planning comes from experimentally created environments which have clearly defined boundaries and far fewer states than the real-world. To test for real-world hierarchical planning we exploited the capacity of London licensed taxi drivers to use their memory to construct a street by street plan across London, UK (>26,000 streets). The time to recall each successive street name was treated as the response time, with a rapid average of 1.8 seconds between each street. In support of hierarchical planning we find that the clustered structure of Londons regions impacts the response times, with minimal impact of the distance across the street network (as would be predicted by tree-search). We also find that changing direction during the plan (e.g. turning left or right) is associated with delayed response times. Thus, our results provide real-world evidence for how humans structure planning over a very large number of states, and give a measure of human expertise in planning.

neuroscience↗

Individuals learning to drive solo before age 18 have superior spatial navigation ability compared with those who learn later

A challenge associated with driving vehicles can be navigating to the destination. While driving experience would seem beneficial for improving navigation skill, it remains unclear how driving experience relates to wayfinding ability. Using the mobile video game-based wayfinding task Sea Hero Quest, which is predictive of real-world navigation, we measured wayfinding ability in US-based participants (n = 694, 291 men, 403 women, mean age = 26.8 years, range = 18-52 years). We also asked travel-related self-report questions, including the age one started learning to drive, the age one started driving solo and weekly driving hours. A multivariate linear regression model found that those who started driving solo below aged 18 had significantly better wayfinding ability than those starting to drive solo aged 18 and above. Other driving-related self-report measures were not associated with wayfinding ability. Future studies should determine the directionality of the association between driving experience and wayfinding ability.

neuroscience↗

From overconfidence to task dropout in a spatial navigation test: evidence for the Dunning-Kruger effect across 46 countries

Overconfidence and the Dunning-Kruger effect have been reported in many cognitive domains. However, there is little examination in the field of spatial navigation. Here, we examined overconfidence in navigation ability in 376,836 participants from 46 countries. We tested navigation using our virtual wayfinding task in the app-based video game Sea Hero Quest, examined self-ratings of navigation ability and how many game levels participants had played before they dropped out. The main goal of this analysis was to investigate how performance of overconfident participants influenced the dropout rate from our experimental task embedded in a video game. First, we measured and modelled overestimation at baseline game levels. Age was found to be the strongest predictor of overestimation across the entire sample. Higher age was associated with increased overconfidence in all 46 countries and 11 distinct cultural clusters. Female participants were more likely to overestimate their performance across most of the life course (19-59 years old), however older men (60-70 years old) displayed highest overconfidence amongst all age-gender groups. Overconfidence also varied widely across countries. Secondly, we estimated performance on follow-up game levels for those who were previously identified as overconfident and we found that those who were more likely to display the Dunning-Kruger effect (i.e., poor performance while being overconfident) were predominantly female and older participants. Finally, survival analysis methods with time-dependent covariates revealed that poor wayfinding performance, while being overconfident, was one of the strongest predictors of task dropout. This Dunning-Kruger bias on participants dropout existed universally across all countries in our data.

neuroscience↗

Shorter reported sleep duration in men is associated with worse virtual spatial navigation performance

Sleep has been shown to impact navigation ability. However, it remains unclear how different sleep-related variables may be independently associated with spatial navigation performance, and as to whether gender may play a role in these associations. We used a mobile video game app, Sea Hero Quest (SHQ), to measure wayfinding ability in US-based participants. Wayfinding performance on SHQ has been shown to correlate with real-world wayfinding. Participants were asked to report their sleep duration, quality, daytime sleepiness and nap frequency and duration on a typical night (n = 737, 409 men, 328 women, mean age = 27.1 years, range = 18-59 years). A multivariate linear regression was used to identify which self-reported sleep variables were independently associated with wayfinding performance. For men, longer self-reported sleep durations were associated with better wayfinding performance. For women, no such association was found. While other self-reported sleep variables showed trends of association with wayfinding performance, none of these were significantly associated with wayfinding performance in our regression model. These findings from younger U.S.-based participants suggest that a longer self-reported sleep duration may be an important contributor to successful navigation ability in men.

neuroscience↗

Video gaming, but not reliance on GPS, is associated with spatial navigation performance

Recent evidence suggests that greater reliance on GPS-assisted devices is associated with poorer navigation ability. Contrastingly, studies have shown that video gaming can enhance navigation ability. While gender differences in navigation ability in favour of men are well-reported, it remains unclear if the effects of reliance on GPS and video gaming on navigation performance are influenced by gender. We investigated whether gender would influence the effect of gaming experience and reliance on GPS on navigation ability using the mobile app Sea Hero Quest, which has been shown to predict real-world wayfinding performance. Alongside navigation performance assessment we asked a series of self-report questions relating to reliance on GPS, navigation strategies and gaming experience with a group of US-based participants (n = 822, 280 men, 542 women, mean age = 26.3 years, range = 18-52 years). A multivariate linear regression model found no significant association between reliance on GPS and navigation performance for either gender. There was a significant association between weekly hours of video gaming and navigation performance which was not moderated by gender. After accounting for video game experience, gender was no longer significantly associated with navigation performance. These findings have implications for which daily activities may enhance or disrupt specific cognitive abilities. Future studies applying an interventional design and real-world navigation testing would be useful to determine whether video games playing increases navigation skill, or whether those who are good at navigating tend to play more video games.

neuroscience↗

The relationship between object-based spatial ability and virtual navigation performance

Spatial navigation is a multi-faceted behaviour drawing on many different aspects of cognition. Visuospatial abilities, such as spatial working memory and mental rotation, in particular, may be key factors. A range of tests have been developed to assess visuospatial processing and memory, but how such tests relate to navigation ability remains unclear. This understanding is important to advance tests of navigation for disease monitoring in Alzheimers Disease, where disorientation is an early symptom. Here, we report the use of an established mobile gaming app, Sea Hero Quest, as a measure of navigation ability. We used three separate tests of navigation embedded in the game: wayfinding, path integration and spatial memory in a radial arm maze. In the same participants, we also collected measures of mental rotation (Mental Rotation Test), visuospatial processing (Design Organization Test) and visuospatial working memory (Digital Corsi). We found few strong correlations across our measures. Being good at wayfinding in a virtual navigation test does not mean an individual will rate themself as a confident navigator, be good at path integration, or have a superior memory in a radial arm maze. However, those good at wayfinding tend to perform well on the three visuospatial tasks examined here, and to also use a landmark strategy in the radial maze task. These findings help clarify the inter-relationships between different abilities supporting visuospatial and navigation skills. HighlightsO_LIThree navigation tests embedded in the game Sea Hero Quest were examined in relation to three object-based visuospatial tasks, and self-ratings of navigation ability and stress during navigation. C_LIO_LINo associations were observed among performance on wayfinding, path integration and radial arm maze levels of Sea Hero Quest. C_LIO_LIObject-based visuospatial abilities were selectively correlated with performance on wayfinding levels of Sea Hero Quest. C_LIO_LIGameplay stress and navigation strategy were not associated with performance on Sea Hero Quest navigation tasks. C_LI

neuroscience↗

Goal-seeking compresses neural codes for space in the human hippocampus and orbitofrontal cortex

Humans can navigate flexibly to meet their goals. Here, we asked how the neural representation of allocentric space is distorted by goal-directed behaviour. Participants navigated an agent to two successive goal locations in a grid world environment comprising four interlinked rooms, with a contextual cue indicating the conditional dependence of one goal location on another. Examining the neural geometry by which room and context were encoded in fMRI signals, we found that map-like representations of the environment emerged in both hippocampus and neocortex. Cognitive maps in hippocampus and orbitofrontal cortices were compressed so that locations cued as goals were coded together in neural state space, and these distortions predicted successful learning. This effect was captured by a computational model in which current and prospective locations are jointly encoded in a place code, providing a theory of how goals warp the neural representation of space in macroscopic neural signals.

neuroscience↗

Cultural determinants of the gap between self-estimated navigation ability and wayfinding performance: evidence from 46 countries.

Cognitive abilities can vary widely. Some people excel in certain skills, others struggle. However, not all those who describe themselves as gifted are. One possible influence on self-estimates is the surrounding culture. Some cultures may amplify self-assurance and others cultivate humility. Past research has shown that people in different countries can be grouped into a set of consistent cultural clusters with similar values and tendencies, such as attitudes to masculinity or individualism. Here we explored whether such cultural dimensions might relate to the extent to which populations in 46 countries overestimate or underestimate their cognitive abilities in the domain of spatial navigation. Using the Sea Hero Quest navigation test and a large sample (N=383,187) we found cultural clusters of countries tend to be similar in how they self-rate ability relative to their actual performance. Across the world population sampled, higher self-ratings were associated with better performance. However, at the national level, higher self-ratings as a nation were not associated with better performance as a nation. Germanic and Near East countries were found to be most overconfident in their abilities and Nordic countries to be most under-confident in their abilities. Gender stereotypes may play a role in mediating this pattern, with larger national positive attitudes to male stereotyped roles (Hofstedes masculinity dimension) associated with a greater overconfidence in performance at the national level. We also replicate, with higher precision than prior studies, evidence that older men tend to overestimate their navigation skill more than other groups. These findings give insight into how culture and demographics may impact self-estimates of our abilities.

neuroscience↗

Humans account for cognitive costs when finding shortcuts: An information-theoretic analysis of navigation

When faced with navigating back somewhere we have been before we might either retrace our steps or seek a shorter path. Both choices have costs. Here, we ask whether it is possible to characterize formally the choice of navigational plans as a bounded rational process that trades off the quality of the plan (e.g., its length) and the cognitive cost required to find and implement it. We analyze the navigation strategies of two groups of people that are firstly trained to follow a "default policy" taking a route in a virtual maze and then asked to navigate to various known goal destinations, either in the way they want ("Go To Goal") or by taking novel shortcuts ("Take Shortcut"). We address these wayfinding problems using InfoRL: an information-theoretic approach that formalizes the cognitive cost of devising a navigational plan, as the informational cost to deviate from a well-learned route (the "default policy"). In InfoRL, optimality refers to finding the best trade-off between route length and the amount of control information required to find it. We report five main findings. First, the navigational strategies automatically identified by InfoRL correspond closely to different routes (optimal or suboptimal) in the virtual reality map, which were annotated by hand in previous research. Second, people deliberate more in places where the value of investing cognitive resources (i.e., relevant goal information) is greater. Third, compared to the group of people who receive the "Go To Goal" instruction, those who receive the "Take Shortcut" instruction find shorter but less optimal solutions, reflecting the intrinsic difficulty of finding optimal shortcuts. Fourth, those who receive the "Go To Goal" instruction modulate flexibly their cognitive resources, depending on the benefits of finding the shortcut. Finally, we found a surprising amount of variability in the choice of navigational strategies and resource investment across participants. Taken together, these results illustrate the benefits of using InfoRL to address navigational planning problems from a bounded rational perspective.

animal behavior and cognition↗

Architectural experience: clarifying its central components and their relation to core affect with a set of first-person-view videos

When studying architectural experience in the lab, it is of paramount importance to use a proxy as close to real-world experience as possible. Whilst still images visually describe real spaces, and virtual reality allows for dynamic movement, each medium lacks the alternative attribute. To merge these benefits, we created and validated a novel dataset of valenced videos of first-person-view travel through built environments. This dataset was then used to clarify the relationship of core affect (valence and arousal) and architectural experience. Specifically, we verified the relationship between valence and fascination, coherence, and hominess - three key psychological dimensions of architectural experience which have previously been shown to explain aesthetic ratings of built environments. We also found that arousal is only significantly correlated with fascination, and that both are embedded in a relationship with spatial complexity and unusualness. These results help to clarify the nature of fascination, and to distinguish it from coherence and hominess when it comes to core affect. Moreover, these results demonstrate the utility of a video dataset of affect-laden spaces for understanding architectural experience. Highlights- Developed a video database of first-person-view journeys through built environments - We explored how core affect and architectural experience relate through the videos - Previous results are supported: valence ties to fascination, coherence and hominess - Arousal correlates only with fascination, and not coherence or hominess - Arousal and fascination are tied to spatial complexity and unusualness

animal behavior and cognition↗

Comparable human spatial memory distortions in physical, desktop virtual and immersive virtual environments

Boundaries define regions of space and are integral to episodic memories. The impact of boundaries on spatial memory and neural representations of space has been extensively studied in freely-moving rodents. But less is known in humans and many prior studies have employed desktop virtual reality (VR) which lacks the body-based self-motion cues of the physical world, diminishing the potentially strong input from path integration to spatial memory. We replicated a desktop-VR study testing the impact of boundaries on spatial memory (Hartley et al., 2004) in a physical room (2.4m x 2.4m, 2m tall) by having participants (N = 27) learn the location of a circular stool and then after a short delay replace it where they thought they had found it. During the delay, the wall boundaries were either expanded or contracted. We compared performance to groups of participants undergoing the same procedure in a laser-scanned replica in both desktop VR (N = 44) and freely-walking head mounted display (HMD) VR (N = 39) environments. Performance was measured as goodness of fit between the spatial distributions of group responses and seven modelled distributions that prioritised different metrics based on boundary geometry or walking paths to estimate the stool location. The best fitting model was a weighted linear combination of all the geometric spatial models, but an individual model derived from place cell firing in Hartley et al. 2004 also fit well. High levels of disorientation in all three environments prevented detailed analysis on the contribution of path integration. We found identical model fits across the three environments, though desktop VR and HMD-VR appeared more consistent in spatial distributions of group responses than the physical environment and displayed known variations in virtual depth perception. Thus, while human spatial representation appears differentially influenced by environmental boundaries, the influence is similar across virtual and physical environments. Despite differences in body-based cue availability, desktop and HMD-VR allow a good and interchangeable approximation for examining human spatial memory in small-scale physical environments.

neuroscience↗

Learning graph networks: sleep targets highly connected global and local nodes for consolidation

Much of our long-term knowledge is organised in complex networks. Sleep is thought to be critical for abstracting knowledge and enhancing important item memory for long-term retention. Thus, sleep should aid the development of memory for networks and the abstraction of their structure for efficient storage. However, this remains unknown because past sleep studies have focused on discrete items. Here we explored the impact of sleep (night-sleep/day-wake within-subject paradigm) on memory for graph-networks where some items were important due to dense local connections (degree centrality) or, independently, important due to greater global connections (closeness / betweenness centrality). A network of 27 planets (nodes) sparsely interconnected by 36 teleporters (edges) was learned via discrete associations without explicit indication of any network structure. Despite equivalent exposure to all connections in the network, we found that memory for the links between items with high local centrality or high global centrality were better retained after sleep. These results highlight that sleep has the capacity for strengthening both global and local structure from the world and abstracting over multiple experiences to efficiently form internal networks of knowledge.

neuroscience↗

Learning The Knowledge: How London Taxi Drivers Build Their Cognitive Map of London

Licenced London taxi drivers have been found to show changes in the grey matter density of their hippocampus over the course of training and decades of navigation in London (UK). This has been linked to their learning and using of the Knowledge of London, the names and layout of over 26,000 streets and thousands of points of interest in London. Here we examined the process of how this knowledge is acquired and we detail key steps that include: systematic study of maps, travel on selected overlapping routes, the mental visualisation of places and the optimal use of subgoals. We provide the first map of the street network covered by the routes used to learn, allowing insight into where gaps in the network exist. The methods could be widely applied to aid spatial learning in the general population and may provide insights for artificial intelligence (AI) systems to efficiently learn new environments.

neuroscience↗